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Build Wasm failed after 3.33m.
emcc:WARNING: --llvm-lto ignored when using llvm backend
cache:INFO: generating system library: libfetch.a... (this will be cached in "D:\Develop\gamedev_education\ProjectTiny\ProjectTinySamples-master\Tiny3D\Library\DotsRuntimeBuild\artifacts\emscripten-cache-1.39.15\wasm\libfetch.a" for subsequent builds)
Python was not found but can be installed from the Microsoft Store: https://go.microsoft.com/fwlink?linkID=2082640Traceback (most recent call last):
File "artifacts\Stevedore\emscripten-win\emcc.py", line 3937, in <module>
sys.exit(run(sys.argv))
File "artifacts\Stevedore\emscripten-win\emcc.py", line 2339, in run
extra_files_to_link += system_libs.calculate([f for _, f in sorted(temp_files)] + extra_files_to_link, in_temp, link_as_cxx, forced=forced_stdlibs)
File "D:\Develop\gamedev_education\ProjectTiny\ProjectTinySamples-master\Tiny3D\Library\DotsRuntimeBuild\artifacts\Stevedore\emscripten-win\tools\system_libs.py", line 1596, in calculate
add_library(sys
@Dreezn
Dreezn / printhmembers.lua
Last active February 27, 2018 19:05
PrintHMembers for Pico8
function printhmembers(o, indent)
if type(o) == "table" then
if indent==nil then
printh("{")
printhmembers(o,0)
printh("}")
else
local padding=""
for i=0,indent do
padding=padding.." "
@Dreezn
Dreezn / GatherPropertiesExample.cs
Created January 17, 2018 20:18
The Mysterious GatherProperties override
//[Omitted...]
public class CustomTransformationTrack : TrackAsset
{
//[Omitted...]
public override void GatherProperties(PlayableDirector director, IPropertyCollector driver)
{
#if UNITY_EDITOR
Transform trackBinding = director.GetGenericBinding(this) as Transform;
if (trackBinding == null)
@Dreezn
Dreezn / NamingTheClips.cs
Created January 17, 2018 19:37
Naming the clips
//[Omited...]
public class CustomTransformationBehaviour : PlayableBehaviour
{
//[Omited...]
public TimelineClip CustomClipReference { get; set; }
public override void OnGraphStart(Playable playable)
{
CustomClipReference.displayName = transformation == null ? "none" : transformation.name;
base.OnGraphStart(playable);
@Dreezn
Dreezn / LessDirtyClipStartEndTimes.cs
Last active February 15, 2024 15:18
A less dirty workaround to get accurate clip start and end times
//[Omitted...]
public class CustomTransformationTrack : TrackAsset
{
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
var mixer = ScriptPlayable<CustomTransformationMixerBehaviour>.Create (graph, inputCount);
foreach (TimelineClip clip in GetClips())
{
var customClip = clip.asset as CustomTransformationClip;
@Dreezn
Dreezn / NastySolutionForResizingClipsInEditor.cs
Last active January 17, 2018 19:02
Nasty solution for resizing and moving clip support in Editor
//[Omitted...]
public class CustomTransformationTrack : TrackAsset
{
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
var mixer = ScriptPlayable<CustomTransformationMixerBehaviour>.Create (graph, inputCount);
#if UNITY_EDITOR
CustomTransformationMixerBehaviour behaviour = mixer.GetBehaviour();
behaviour.CustomTrackReference = this;
@Dreezn
Dreezn / ClipStartEndInMixer.cs
Last active January 26, 2024 04:00
Getting the Clip Start End Times through to the mixer
/* 1 - Overriding CreateTrackMixer in the CustomTransformationTrack class,
getting the start & end times for each clip, and passing them to the custom clip class. */
//[Omitted...]
public class CustomTransformationTrack : TrackAsset
{
public override Playable CreateTrackMixer(PlayableGraph graph, GameObject go, int inputCount)
{
foreach (var clip in GetClips())
{